[SCRIPT] Summon Assisting Ships - V2 jan 5 07
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 184
- Joined: Thu, 9. Mar 06, 02:32
Maybe someone who has used this can help me out. No matter what I do I can't get the special menu to show up with the commands in it. I've tried reinitializing the script cache.. everything. I've never once had the commands show up, even on a clean game install with just this mod. I really want to use this.. but I can't! help please
The command to add a ship to a group is on the ship that you want to add to SAS, not on the player ship. The ship also must have a jumpdrive. Despite being in the "special" menu, it does not require the special command software.dostillevi wrote:Maybe someone who has used this can help me out. No matter what I do I can't get the special menu to show up with the commands in it. I've tried reinitializing the script cache.. everything. I've never once had the commands show up, even on a clean game install with just this mod. I really want to use this.. but I can't! help please
Current bugs:
1. Adding a ship to SAS and then transferring yourself into that ship causes big trouble. If you're using it right now, you need to remove the ship before you pilot it. This will be fixed by first altering the script so that it doesn't need to constantly set ships with no task into "standby", and second by checking if a ship is the playership (removing it from SAS if it is).
2. One or two places in the script need undock checks to make sure they aren't giving unfollowable commands to a ship that is docked.
I'm about to leave to visit family for christmas, which means I will be away from my computer & X3. But I'm taking printouts of the code and a copy of the mcsi handbook, so I will be hopefully be able to push out some big chunks of code as soon as I return on the 1st. Maybe even the long-awaited refueling task.
-
- Posts: 184
- Joined: Thu, 9. Mar 06, 02:32
Version 2 is here with major improvements!
The interface for adding and removing ships is completely new. It now uses the incoming question method of player input. The big change is you need to use the command from the command console of the ship that you want to add or remove from a group. An advantage for this system is that it gives direct feedback on the add and remove buttons. You can also remove ships from one group at a time.
Other changes:
* Ship refueling: see below...
* Some alterations to Capital ships AI: they now don't get in formation with you, just stay near your ship and kick ass. I found that big ships trying to stay in formation was just ugly.
* Better details in the task descriptions.
* SAS now requires Special Command Software, on both player ship and SAS ships.
Version 2 has lots of bugfixes!
I scrapped the fueltask that was giving people problems. It has been replaced by a script that will try to buy ecells after a SAS mission. The script prefers to find a station "en route" back to the old location. It's pretty basic at the moment (haven't done much with trading scripts), but suggestions are welcome.
Also: Fixed bugs with ships not going back to their old job correctly, which were from not resetting them back to their previous formation. Added undock checks.
Version 2 is incompatible with old versions!
You need to run the uninstall script and then delete scripts from previous installs of SAS. Sorry, I know it's a hassle.
The interface for adding and removing ships is completely new. It now uses the incoming question method of player input. The big change is you need to use the command from the command console of the ship that you want to add or remove from a group. An advantage for this system is that it gives direct feedback on the add and remove buttons. You can also remove ships from one group at a time.
Other changes:
* Ship refueling: see below...
* Some alterations to Capital ships AI: they now don't get in formation with you, just stay near your ship and kick ass. I found that big ships trying to stay in formation was just ugly.
* Better details in the task descriptions.
* SAS now requires Special Command Software, on both player ship and SAS ships.
Version 2 has lots of bugfixes!
I scrapped the fueltask that was giving people problems. It has been replaced by a script that will try to buy ecells after a SAS mission. The script prefers to find a station "en route" back to the old location. It's pretty basic at the moment (haven't done much with trading scripts), but suggestions are welcome.
Also: Fixed bugs with ships not going back to their old job correctly, which were from not resetting them back to their previous formation. Added undock checks.
Version 2 is incompatible with old versions!
You need to run the uninstall script and then delete scripts from previous installs of SAS. Sorry, I know it's a hassle.
-
- Posts: 184
- Joined: Thu, 9. Mar 06, 02:32
Yes, in that they can both be installed in the same game. I don't know about having them both operate on the same ship.bunk wrote:Hi Klyith
Is this compatible with Terracorp Task Force which has pilots for hire who gain rank?
I don't use any version of TerraCorps... I grabbed it just now and looked over the sources for a while. TC starts sub-task scripts on all of the ships that get pilots assigned to them, which unlike the main script won't be suspended when SAS starts. So it depends how good those sub-task scripts are at recognizing that and not interfering. There seem to be a good number of checks in there, but the code isn't very commented and not easy to browse over.
I learned my lesson about sub-task scripts; they need plenty of extra thought to avoid problems. Not to say the TC guys would make the rookie errors I did, but it's a massive project that has lots of interacting parts.
So, if you want to be safe, don't add any ships controlled by terracorp to SAS groups.
I will keep you informed of any problems I have. You may want to have a chat with eladan who looks after TCF script now. Thank you for the help.Klyith wrote:So, if you want to be safe, don't add any ships controlled by terracorp to SAS groups.bunk wrote:Hi Klyith
Is this compatible with Terracorp Task Force which has pilots for hire who gain rank?
Player of computer space games since 1975!
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
-
- Posts: 1368
- Joined: Sun, 8. Feb 04, 16:28
I've also just re-installed X3 and am trying to track down scripts i used to use but which i unfortunately lost when my H.D.D failed., and this is one of them, if anyone has this available please let me know as i would very much like to get my hands on it again.
Thanks
*Edited for appalling spelling*
Thanks
*Edited for appalling spelling*
-
- Posts: 46
- Joined: Fri, 10. Oct 08, 21:51
I just got turned on to X3 (i know; years after it was originally released) and all sorts of useful mods/scripts have gone dead/missing.
Anyone have a copy of this one lying around? upload it please.
and why aren't people hosting files on http://www.filefront.com/
Anyone have a copy of this one lying around? upload it please.
and why aren't people hosting files on http://www.filefront.com/